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Ludonauta

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A member registered May 16, 2016 · View creator page →

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(1 edit)

Hello, ludonauts.

We've just revamped the landing page to help potential ludonauts gauge our Gameplay Library features and join us if they like the offer. You can read more about it in the latest post.


Thank you for your support. Ludonaut tapping out!

— Henrique Campos

(2 edits)

⭐⭐⭐⭐⭐

The game is amazing, congratulations! It's a mix of Mega Man with Sonic that just feels perfect.

I mapped the game design to my Gameplay Library, take a look:

Click the image or here to access

I suggested two features that could help improving the overall gameplay, namely:

🔴Time Charged Attack to add an extra layer of decision making in the combat system
🔵Life-Based Retry to add weight to players' shortcomings.

Great job, Arrietty! Just added the game to my wishlist.

(2 edits)

It took me a bit to figure some stuff (I got confused by the tutorial, the actual gameplay is more straight forward). I know the BIG "FORWARD TIME" button is BIG for a reason, but it took me some experimentation to understand that we MUST forward time.

IMO some metaprogression and optoinal content layering could increase the overall replayability and keep players engaged for longer.

In case you want to turn it into a commercial game, check it out the Gameplay Map I made!


➡️Click the GIF or here to access the Gameplay Map

Good potential and nice execution!

Thanks for coming! It was eye-opening to see how classic games stretch  some design decisions to build unique gameplay.

Hi, Pegasus! Thank you for attending the live! I'm planning on working a little bit on the prototype and posting here on itch. Stay tuned!

Gameplay Library owners now have access to the Ludonauts Inventory (with all asset packs).

You can also access it directly through the Gameplay Library page. Click the "Download" button and then pick the "Ludonauts Inventory".

Alright, Pegasus. So from what I can tell we are going to really stretch out the Patterned Enemy Routine, right? I just added the 🔴Enemy Wave Sequencing to the Gameplay Library too. I think these are the main game design patterns we will work with. The live is scheduled alright! Looking forward to that~

Alright, it would be great to have you around so you could help shape the prototype.

I will come back with the VOD in case you miss it.

Hey, Pegasus!

Let's do it! I'm thrilled to show people how this whole project is supposed to work.

Would you be up to join a workshop making such Galaga clone this Friday 10AM São Paulo Time (GMT -3)?

Hey, I just noticed we have a sorting menu now in the Projects Dashboard! Pretty awesome. This is exactly what I wanted for posts. Can we bring this same tool for the Posts dashboard?

It's a VERY solid entry for a 3h game jam, brother.

I would also have a bad time trying to figure out the mixing system to be honest. How you did it?

Hey pretty 👀

Great to see another alchemy enthusiast around! lol

Had you played Potion Craft? I'd highly recommend you to do to get some inspirations on how far you can stretch this cool concept.

One gameplay suggestion: the game seems to be mix of 🔵Strategy and 🔴Action since you have to manage the potions to execute the recipe while running against the clock.

The Action dimension could get some attention. The animations hurt a lot the reaction time preventing fast paced brewing which is the core friction in the game.

I'd suggest letting players pour the potion themselves. You could use the mouse's position on the bottle as rotation point and let the potion pour after a given angle, let's say >60°.

Let me know if we have a source code to play with. I'd be more than glad to implement this tweak with your permission. 

 Thanks!!


This is the third iteration of our Weekly Loadout program. As our continued effort to help you design and build your dream game, we are offering weekly asset packs that you can use to build and improve your gameplay. This week, you can mix the following assets to create the shoot'em gameplay signature:

🔴Input-Aligned Movement🔵Depletable Health Pool
🔴Facing-Locked Shooting🔵Destruction/Defeat Score Reward
🔴Patterned Enemy Routine🟢Non-Linear Level Progression
🔴Environment Hazards

This loadout was inspired by Protocorgi gameplay.

To understand how to use the Input Aligned Movement to make a Shoot'em Up, take a look at this video, where I show the multiple applications of this movement system:

Skip to 39:10 to watch how to use this movement system for shoot'em ups

To grab your Weekly Loadout use the link below. Only owners of the Ludonauts Gameplay Library can access the Weekly Loadout.

Access the Weekly Loadout

Don't forget to share your creations here on the community! That said, thank you for your support. Ludonaut tapping out!

— Henrique Campos

The Gameplay Library is a database. You can browse the game design systems and use it to design your games.

It offers insights on what is the system, when you should use it, where it can implement it, games that featured this system, and genres built on top of this system.

We are populating the database with tutorials and playable demos so people can get a feel about the gameplay systems.

Take a look at the Mega Man X2 gameplay map to get a feel of what we are making:

 Click to access the Mega Man X2 Gameplay Map

In my videos, I also present the Gameplay Library, I think is wroth taking a look too:

Hmm! I see, yeah I didn't realize the "Search" page removed exclusively the Tags option.

They could add a "Tags" list on the left portion, the "Exclusion" filter feature is already implemented...I wonder why they don't just add support for tags too.

Nah, calmdown snowflake. I deliberately said there are good games on these topics.

But these are not mutually exclusive.

You can search for "Castles tileset" and use tags to narrow the search.

What about the terror/NSFW/LGBTQIA+ slop? I'm very tired of always having those on front page.

Way more annoying than AI slop.

There are several games that deal with these topics in elegant enjoyable way. But it's discrepant the amount of slop on these topics. People who just want to bait queer people and don't care about providing any meaningful message with their stuff.

Slop is slop. AI isn't an exception. I bet you won't be willing to say "ohh we should ban games if they have more than 20% of naked characters sprites" or if "more than 20% of gameplay is jumpscares" or "if more than 50% of the characters are LGBTQIA+".

Let users curate that. Hopefully the "reverse filter" will help us with that.

itch.io staff could also add a "User Tags" feature so we can add tags on top of creators' tags so we can avoid mischievous tagging (like games clearly made with AI but tagged otherwise).

When did "sloppist" become synonym of "reasonable"? 

Why? tag-based filtering is way easier lol

Hi, ludonauts

Today I was working in the 🔵Defeat/Destroy Score Reward, which in my opinion is the perhaps the most important gameplay element in our tool belt, and the demo felt like an actual game!


I think I can mix that with a 🔵Dependency-Based Upgrades and the 🟢Randomized Reward Draft this could become a cool arcade game. I was playing Rocket Rats this weekend, so I think that's where the inspiration came from.

Well, I'd have to use the Decoupled Aim instead of the Faced-Locked Shooting for better gameplay in the Action dimension, but overall it feels nice.

By the time you read this post, I might have already published the web playable demo, so give it a try:


Ludonaut tapping out!

— Henrique Campos

This is the second iteration of our Weekly Loadout program. As our continued effort to help you design and build your dream game, we are offering weekly asset packs that you can use to build and improve your gameplay. This week, you can mix the following assets to create the platformer gameplay signature:

To grab your Weekly Loadout use the link below. Only owners of the Ludonauts Gameplay Library can access the Weekly Loadout.

Access the Weekly Loadout

Don't forget to share your creations here on the community! That said, thank you for your support. Ludonaut tapping out!

— Henrique Campos

Hello, I'd just like to suggest the support for sorting devlogs and posts by "Status", "Name", "Publication date", "Views", "Likes", and "Comments".

This would help a look in understanding what are the types of content that my audience enjoys the most. We already have something similar in the "Project totals" section of the Analytics tab in the Dashboard. So, I imagine this wouldn't be too much of a trouble?

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Hello, ludonauts!

Yesterday, I've published a new asset pack to illustrate the 🔴Patterned Enemy Routine, you can check it out using the embedded widget below:

As I was designing the enemy using my Enemy Design System, I just realized: wait, this could be an amazing use case to help people get the best out of the Gameplay Library. So I decided to share it with y'all as an YouTube video. Check it out:


The 🔴Patterned Enemy Routine tutorial is baking already, so stay tunned.

That said, thank you for your support. Ludonaut tapping out!

— Henrique Campos

Can you believe Galaga was the first thing I reeearched for this? I even though "Nah, I don't think my audience would expect this from Patterned Enemy Routine".


I will see if I can make a quick alternative demo this week and push an update. Thank you for the feedback, Pegasus!

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Hey, brother! Great to see you around. Thank you for the feedback! 

Hey! Great to see you around~

Hi, I am curious to know what are you guys playing this week.

This week I am playing Flinthook by Tribute Games. It has been on my backlog for quite a while and I wonder what I can learn from it.

If I remember correctly, Flinthook, as many roguelites, is heavy on the 🟢Adventure and 🔵Strategy dimensions on top of common Run'n'Gun mechanics on 🔴Action dimension.

I think the most attractive gameplay element in Flinthook is the 🟢Metaprogression which is all over the place. Since on each run we can build a new combination of perks, most of the game is about unlocking new perks and experimenting which one fits better our playstyle.

What about you? What are you going to play thin week and how is its gameplay?

This is the second iteration of our Weekly Loadout program. As our continued effort to help you design and build your dream game, we are offering weekly asset packs that you can use to build and improve your gameplay. This week, you can mix the following assets to create a jump'n'shoot gameplay:

To grab your Weekly Loadout use the link below. Only owners of the Ludonauts Gameplay Library can access the Weekly Loadout.

Access the Weekly Loadout

With these assets you will have seven game design patterns in your toolkit to build with jump'n'shoot gameplay:

🔴Precision Platformer for the snappy platformer movement
🔴Jump Cutoff to use as both a locomotion and an aiming mechanic
🔴Facing-Locked Shooting to give the player a shooting mechanism
🔴Instant Fire Attack so the player shoots the weapon without charging it
🔴Unrestricted Primary Fire to allow the player to shoot infinite bullets
🔵Depletable Health Pool to test the player's survival skills
🔴Environment Hazards to test the player's navigation skills

Don't forget to share your creations here on the community!

That said, thank you for your support. Ludonaut tapping out!

— Henrique Campos

Hey, zkmark

The tutorial is up, check it out:

➡️Tutorial: Top-down Shooter in Godot 4

Hi, futuretrev

The Project Files were hidden for some reason. Thanks for the heads-up.

Please, check it out again and let me know if the problem persists.

Hi, zkmark.

You can bring the Weapon2D (and its dependencies) to the Input-Aligned Movement project and add it to the Player scene.

Use a RemoteTransform2D as a child of the CharacterBody2D pointing to the Weapon2D.

You can essentially mirror the same structure from the Player scene in the Ability Loadout Switching project, but using the InputAlignedCharacterBody2D instead.

I will write down a tutorial for you this week and will come back here with the link. Stay tuned.

Hi, zkmark!

Thank you for the heads-up. Does this error shows up in the Project Files or the Asset Pack downloadable .zip?

Regarding documentation. We are working on it this week! Could you help us design it? What would you like to have in order to help you build your game with our assets?

✍️ taking note of that!

Hi! I think it already supports those. You can give it a try in the demo. See:


Hello, good morning!

Let me see if I can clarify the whole workflow. By the way, thank you for raising up these questions. I'll certainly add them to the FAQ to ensure other customers also find the answers.

The cookbook in itself is an HTML page built with and hosted on Notion. When you purchase the book here on itch.io or on Ko-fi, you are redirected to the this page.

Using these checkout platforms (itch.io and Ko-fi), you claim the product, bonding it to your account.

Here on itch,io, you can access this link to see all the products you own on the platform:

/my-purchases


Once you open this page, you'll see all the products associated with your account on itch.io. Look for the Godot Platformer Essentials Cookbook and click on Download. You'll be redirected to the cookbook's page on Notion.

From there, I suggest you to bookmark the page, so you don't have to do this process again.

Hi, Ayampixel.

We use Notion to distribute the book's content. This means it is an HTML page hosted on Notion servers using our custom domain.

You can always access the page here on itch.io again, after purchasing you get an unique download page bond to your itch.io user, from which you can access the content again.

I recommend you to either duplicate it to your own Notion account, this will make it so it is always available for you and you will be able to edit it however you like (highlighting, adding comments, and even uploading your project files).

An alternative is to simply bookmark the page to your browser so you can access it later.

Hi, Ayampixel.

This is a known issue, the problem ks with Brazilian users of PayPal (me included).

You can get the same book on my Ko-fi page, which usually works better:

https://ko-fi.com/s/8df29350d8

Thank you! Glad you liked, brother!